A small tribute to Ron: Posseseed Sipirits of Sarkoris


Homebrew and House Rules


OK since I hinted about it in a previous post and was asked to, here is my very humble tribute to Ron's (and Vic, Mike...) fantastic work.
It started by the idea to create a specific homebrew adventure for evil characters based on the Sarkoris adventure from Ron (because I'm lazy and didn't want to lose time selecting locations and the like).
Possessed Spirits of Sarkoris.

OK now a bunch of warnings:
A) I'm a french guy so my english is crap.
B) In my version there are many nice pictures but I don't have the authorization to publish them so you have it "naked".
C) I shamelessly copied Ron's work to start from.
D) I'm an old DM that hates characters that feel that their equipement is forever - so on purpose you WILL have to banish your precious cards. That's part of the fun to have to do with improvised solutions and play with a different deck ecah time. Crazy optimizing deckbuilders should walk away now.
E) I do have crazy ideas for scenarios (I'm a really old DM).
F) It has only be played with 4-5 players teams. I have no clue if it's fun or even winable with a much smaller party.
G) This is YOUR game, if you don't like something, change it before playing it rather than complaining after.
H) This said I welcome ANY feedback.
I) Some of the craziest scenarios (especially all level 7 ones) can take HOURS to play. We love it when you battle for long (and we wanted a long showdown before retiring our heroes). If it isn't your case, skip the scenario.
J) feel free to remove from the box boons/loots/cohorts... that make no sense when not playing with mythic charges/paths for example. Or don't. Your pick.

And last: the original adventure from Ron is fantastic with only one little flaw: either he never tested it with 4-5 players or he hates spellcasters :-). I mean the ratio of spells vs any other kind of boons in the locations he used for 4-5 characters is ridiculously low. I didn't fix that because I wanted to keep the spirit of the background created by Ron for Srakoris. But you may want to balance that.

Anyway, have fun while we wait for the PACGnextGEN.
Meanwhile we start testing Pathfinder V2... so I'll be away from PACG for a while.


You'll need one sheet per player: Possessed Spirits of Sarkoris - Possessed Cohorts Sheet.

Hope it's clear how you use it.


Hey Frencois,
thanks for sharing your work, this looks amazing! I'm glad we finally get to see what you have talked about when you alluded to your own homebrew scenarios :)

Can you explain a bit more about the differences/connections to Ron's AP? I'm a bit lost to what is actually changed, never having played it. Is it only the orange text, or what does the orange text mean?
I guess the story is changed as well, but it's text is still black.

I'll take a closer look once I have the time :)


I used the orange font either to highlight rules (vs flavor text) or Abyssal location (vs standard ones) since it plays an important role role.

As far as I recall (my apologies if I forget something):

I pretty much KEPT with no change from Ron's God callers of Sarkoris:
- The basis to use WotR + a bit of S&S boxes
- Locations used in each scenario
- The main GREAT revised rules ideas from Ron, i. e:
- Cards/rules to remove (ships, mythic paths,...)

I shamelessly took Ron's ideas, then MODIFIED more or less because I wanted a different flavor (for evil heroes):
- Base rules for each scenario
- Things like mythic charges that I didn't want to totally remove
- Effects like Abyssal locations or servitor
- I didn't provide an extensive list of cards (build your own) used but in fact we used Ron's with a harder feeling (i. e. we kept the a limited set of killer barriers from WotR like Demon Horde or Arboreal - We all thought that there was way to much in the original level 0 WotR, but not to the point to remove all of them like did Ron)
- The Nemeses GREAT idea
- And obviously the Godcalled eidolon that was replaced by the Possessed cohorts (because bad guys use companions mostly against their will), but I kept most of the rule content

I ADDED:
- The sacrifice process... because we are bad guys.
- The disenchanting/profaning process... because I like to mess up with players decks
- Management of the blessing deck and the recurring idea of shuffling stuff from your deck into the blessing deck... because I like to mess up with players decks and with the length of the game (as I said do NOT play that adventure if you like short games)
- Many rules in each scenario to make the whole thing trickier... not AT ALL an adventure for new players
- Level 7 adventure, because we love to play our characters again and again


Another thing I added and forget in my previous post and that may be of interest for some of you: I couldn't ensure that all of my friends would be able to attend every scenario (the adventure is more than 40 scenarios).

But they tend to be jealous if they have less feats than the others just because they weren't free during the last week-end.
Not to mention that it would unbalance things.

So I removed the standard adventure rewards (what's the point if you already have scenario rewards?) and I added that small hidden rule:

Possessed Spirits of Sarkoris wrote:

When a reward allows you to win a feat of a certain type, it tells you how many maximum feats of that type you could now have. If you already have that much, you do not win a feat.

If you played a full scenario, before applying the rewards for winning that scenario or the consequences for failing it, you gain the reward for the previous adventure.

Then the rewards for adventures looks like:

Adventure 2 reward wrote:
Each character gains either his 5th skill feat, third power feat or third card feat.

Which is exactly the sum of feats that you would have had if you played all scenarios up to adventure 2 included.

The effect of that is:

A) If you played all scenarios and won all rewards, you do not get something for "finishing" the adventure (after all, you got rewards at each scenario alrready, including the last one you played).

B) But say you missed a few games and join for scenario 3-B having only 4 skills feat, 2 power feats and 3 card feats:
At the end of the scenario, win or lose, you will first win ONE feat of your choice limited by the adventure 2 level (i. e. you could take a skill or power feat but not card feat). Then apply the standard reward (if you won the scenario). So it's a catch-up system. Note however that if the reward for 3-A was a 6th skill and you missed than game, you would have to wait until your first Adventure 4 game to recover it. The combination catch-up/delay effect still reward players that play everything (they get feats earlier) without punishing the others (you will catch-up over time).

This rule is actually based on our catch-up mechanism for characters that died (where we had the same issue).

But we all trust that Mike/Vic invented / will invent something even better for NextGenPACG.

Actually, it would have been perhaps clearer to write it this way (you tell me):

Adventure 2 alternate reward wording wrote:
Each character gains a feat of his chosing, although he can get this way more than 5 skill feat, 3 power feats and 3 card feats.

Sovereign Court

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Frencois wrote:

OK since I hinted about it in a previous post and was asked to, here is my very humble tribute to Ron's (and Vic, Mike...) fantastic work.

It started by the idea to create a specific homebrew adventure for evil characters based on the Sarkoris adventure from Ron (because I'm lazy and didn't want to lose time selecting locations and the like).
Possessed Spirits of Sarkoris.

OK now a bunch of warnings:
A) I'm a french guy so my english is crap.
B) In my version there are many nice pictures but I don't have the authorization to publish them so you have it "naked".
C) I shamelessly copied Ron's work to start from.
D) I'm an old DM that hates characters that feel that their equipement is forever - so on purpose you WILL have to banish your precious cards. That's part of the fun to have to do with improvised solutions and play with a different deck ecah time. Crazy optimizing deckbuilders should walk away now.
E) I do have crazy ideas for scenarios (I'm a really old DM).
F) It has only be played with 4-5 players teams. I have no clue if it's fun or even winable with a much smaller party.
G) This is YOUR game, if you don't like something, change it before playing it rather than complaining after.
H) This said I welcome ANY feedback.
I) Some of the craziest scenarios (especially all level 7 ones) can take HOURS to play. We love it when you battle for long (and we wanted a long showdown before retiring our heroes). If it isn't your case, skip the scenario.
J) feel free to remove from the box boons/loots/cohorts... that make no sense when not playing with mythic charges/paths for example. Or don't. Your pick.

And last: the original adventure from Ron is fantastic with only one little flaw: either he never tested it with 4-5 players or he hates spellcasters :-). I mean the ratio of spells vs any other kind of boons in the locations he used for 4-5 characters is ridiculously low. I...

Joli boulot François.

De belles et longues soirées en perspective.
Merci :)


Merci.

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